Posts Tagged ‘game reference’
Assets and Timelapse
OK, so here’s some development shots and various assets for our game, Kumiho
This is my visual reference chart, the visual references that most influenced how the game looks. Ikaruga has a prominent role visually, even though I did play some Jamestown, Touhou 8 and Xenon II to get a feel for things. I used a 21 color palette which grew organically as I added more and more stuff. It’s the strange shape at the bottom left of the timelapse. I also tried to keep with a vertical composition and Korean text, in its (less usual) top to bottom form, was a huge help in establishing the look. Korean and chinese drawings were also a big influence on the style.
I always like to have reference for everything before I start to work. In this case there’s background ideas, spaceship designs, photos of insects and stylized korean drawings.
Here is my timelapse.
I used one main photoshop file to draw new stuff, so that I could see them relative to other assets. Essentially, a mockup/overview of the game.

When something needed animating, I just copied it into a new file and went on from there. Cases in point:
Long explosion. Again, Korean and Japanese art influenced the shape
the flappy wings of the squid boss. I realised, from looking at slow-motion squid videos on youtube, that the movement is essentially a sine wave. Even so, this took about 2 hours

The ship was my first animating challenge for this game. I had chosen an asymmetrical design, so left and right animations would have to be different, and not just a flipped over version.
The tentacles. This took 3 hours. Sine wave movement again, but these were harder. The two right tentacles are flipped versions of the two left ones, with a time delay of 3 frames, so that the movement looks more organic.

Hope this helps,
Christina
Nobody Blink…
TRIUMPH!! OR! DIE!!!!
Good luck all! I’ll be on IRC once I’ve got a prototype together!
Until then, I’m going to everything in my power to get this working by morning!




